I want to say something to avoid raising false expectations: there are very few changes between v3.2.0 and v3.3.0. Mostly a feature request for a non-realistic "flat" material (to show architectural cut-outs) and some fixes for Bidir, that's all...

The main reason for this release is to wrap-up the v3.x.x code in a final release before starting with the big changes (and license change to LGPLv3+) that will take place in the upcoming YafaRay v4.0.0.

You can download builds for Linux 32/64bit, Windows 32/64 bits and MacOSX 64bits (however the Mac build needs additional tests, as I only can do *very* limited tests for the Mac builds)

The list of changes between v3.2.0 and v3.3.0 can be seen in the download pages below.

About v4.0.0, it's still too early... I can tell that I'm testing some libraries licensed with Apache 2.0 that we were not able to use before, but from v4.0.0 we will use the license LGPLv3+ for YafaRay, which is compatible with those Apache 2.0 libraries.

Implementing these libraries is taking some time. I'm still in the initial stages, but it looks promising... However I don't want to tell yet just in case I cannot make it work

Hi David thanks for the answer. One final question about SPPM, I believe given the tests I am doing that SPPM only computes shadow rays in the first pass and that in subsequent passes it only does photons statistics agregation and antialiasing, am I right?

I'm sorry but I'm not yet sure how the SPPM integrator works. I'm working now in significant changes in the code, starting by the intersections and objects creation code. Once a reach a good new intersections/objects fundamentals, I will continue with a review of integrators and materials.

It's still *very* early, but I'm progressing with my tests... if everything goes well, I think there will be a few nice surprises for v4.0.0!